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		[page:Material] &rarr; [page:MeshStandardMaterial] &rarr;

		<h1>物理网格材质([name])</h1>

		<p class="desc">
			[page:MeshStandardMaterial]的扩展，提供了更高级的基于物理的渲染属性：
		</p>

		<ul>
			<li>
				<b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
				clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
				approximates this effect, without the need for a separate transparent surface.
			</li>
			<li>
				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
				that highly transparent materials are less reflective. Physically-based [page:.transmission]
				provides a more realistic option for thin, transparent surfaces like glass.
			</li>
			<li>
				<b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
			</li>
		</ul>

		<p>
			As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
			cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
			cost as they are enabled. For best results, always specify an [page:.envMap environment map]
			when using this material.
		</p>

		<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>

		<script>

		// iOS iframe auto-resize workaround

		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {

			const scene = document.getElementById( 'scene' );

			scene.style.width = getComputedStyle( scene ).width;
			scene.style.height = getComputedStyle( scene ).height;
			scene.setAttribute( 'scrolling', 'no' );

		}

		</script>

		<h2>例子</h2>

		<p>
			[example:webgl_materials_variations_physical materials / variations / physical]<br />
			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
			[example:webgl_materials_physical_sheen materials / physical / sheen]<br />
			[example:webgl_materials_physical_transmission materials / physical / transmission]
		</p>

		<h2>构造函数(Constructor)</h2>

		<h3>[name]( [param:Object parameters] )</h3>
		<p> [page:Object parameters] - (可选)用于定义材质外观的对象，具有一个或多个属性。
			材质的任何属性都可以从此处传入(包括从[page:Material]和[page:MeshStandardMaterial]继承的任何属性)<br /><br />
			属性[page:Hexadecimal color]例外，其可以作为十六进制字符串传递，默认情况下为 *0xffffff*（白色），内部调用[page:Color.set](color)。
		</p>


		<h2>属性(Properties)</h2>
		<p>共有属性请参见其基类[page:Material]和[page:MeshStandardMaterial]。</p>

		<h3>[property:Float clearcoat]</h3>
		<p>
		Represents the intensity of the clear coat layer, from *0.0* to *1.0*. Use clear coat related properties to enable multilayer
		materials that have a thin translucent layer over the base layer. Default is *0.0*.
		</p>

		<h3>[property:Texture clearcoatMap]</h3>
		<p>
		The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
		over a coating's intensity. Default is *null*.
		</p>

		<h3>[property:Texture clearcoatNormalMap]</h3>
		<p>Can be used to enable independent normals for the clear coat layer. Default is *null*.</p>

		<h3>[property:Vector2 clearcoatNormalScale]</h3>
		<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from *(0,0)* to *(1,1)*. Default is *(1,1)*.</p>

		<h3>[property:Float clearcoatRoughness]</h3>
		<p>Roughness of the clear coat layer, from *0.0* to *1.0*. Default is *0.0*.</p>

		<h3>[property:Texture clearcoatRoughnessMap]</h3>
		<p>
		The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
		over a coating's roughness. Default is *null*.
		</p>

		<h3>[property:Object defines]</h3>
		<p> 如下形式的对象:
			<code>
				{

					'STANDARD': ''
					'PHYSICAL': '',

				};
			</code>
			[page:WebGLRenderer]使用它来选择shaders。
		</p>

		<h3>[property:Float ior]</h3>
		<p>
			Index-of-refraction for non-metallic materials, from *1.0* to *2.333*. Default is *1.5*.<br />
		</p>

		<h3>[property:Float reflectivity]</h3>
		<p>
			Degree of reflectivity, from *0.0* to *1.0*. Default is *0.5*, which corresponds to an index-of-refraction of 1.5.<br />

			这模拟了非金属材质的反射率。当[page:MeshStandardMaterial]为*1.0*时，此属性无效。
		</p>

		<h3>[property:Color sheen]</h3>
		<p>
			If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet.
			The sheen color provides the ability to create two-tone specular materials. *null* by default.
		</p>

		<h3>[property:Float transmission]</h3>
		<p>
		Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />

		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.

		The transmission property can be used to model these materials.<br />

		When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
		</p>

		<h3>[property:Texture transmissionMap]</h3>
		<p>
			The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
			over optical transparency. Default is *null*.
		</p>

		<h2>方法(Methods)</h2>
		<p>共有方法请参见其基类[page:Material] 和[page:MeshStandardMaterial]。</p>


		<h2>源码(Source)</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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